Base Class: Ranger
Underdark Explorers are Rangers trained to survive where sunlight has never touched stone. They descend through forgotten mines, fungal caverns, drowned ruins, shattered leyline vaults, and the immense lightless wilderness beneath Aetheris.
Unlike surface Rangers, they cannot rely upon open horizons, visible landmarks, predictable weather, or ordinary trails. Their world is defined by echo, airflow, stone texture, mineral scent, fungal growth, underground water, and the subtle disturbances left by creatures moving through confined spaces.
An Underdark Explorer is more than a scout. They are a pathfinder, expedition leader, ambush hunter, ruin-delver, and guardian against threats rising from below. They learn to recognize unstable stone, hidden shafts, toxic spores, territorial markings, psychic residue, and the signs of aberrant infestation.
These Rangers are especially valuable in the Upperdark and Middledark, where long-abandoned settlements, deep roads, fungal forests, and subterranean rivers remain navigable but dangerous. Some descend even farther into the Lowerdark, where the influence of the Old Ones distorts thought, memory, distance, and natural law.
In battle, Underdark Explorers exploit confined terrain, vanish into darkness, strike from unexpected angles, and prevent enemies from escaping through tunnels or vertical spaces. At the height of their power, they move through caverns with near-perfect awareness, sensing threats through vibration, air pressure, and the breathing stone itself.
Origins in Aetheris
The Underdark Explorer tradition arose independently among several cultures that depended on subterranean travel.
Deep Dwarves developed some of the oldest formal methods, recording routes through stone, measuring airflow, and training scouts to recognize structural weakness by sound alone. Their techniques emphasized patience, endurance, and detailed route marking.
Umbric Elves contributed methods of silent travel, darkness concealment, and ambush detection. Their scouts learned to read the behavior of subterranean animals and recognize when a cavern had become unnaturally quiet.
Umbric Gnomes refined expedition equipment, fungal identification, portable illumination, and methods for navigating collapsed ruins. Their explorers often worked beside artificers, surveyors, and relic hunters.
Surface nations later adapted these traditions as mining, warfare, archaeology, and monster hunting pushed expeditions deeper underground.
The March of Draeven trains Underdark Explorers to secure tunnels, fortifications, and buried roads. The Helbrann League relies on them beneath mountain cantons. The Dominion of Kaltheros employs them around volcanic caverns and ancient underways. The Volarion Republic uses them to protect deep trade routes and survey mineral-rich territory.
In Ozythralis, the subclass has become especially important because the Lowerdark contains regions influenced by the Old Ones. Explorers operating there are expected to record psychic symptoms, memory loss, impossible architecture, and changes in natural law.
The tradition is not governed by a single order. Its practitioners gather in lodges, survey companies, military pathfinder units, mining clans, and independent expedition fellowships.
Philosophy and Doctrine
Underdark Explorers are united less by faith than by practical doctrine.
The Route Home Matters Most
A successful descent is meaningless if no one returns. Explorers record routes, preserve supplies, and plan retreat before pursuing discovery.
Silence Is Information
A silent cavern may indicate danger, migration, poison, or psychic influence. Absence is often as important as visible evidence.
Never Trust One Sense
Darkness deceives the eyes. Echoes deceive the ears. Psychic predators deceive the mind. Explorers confirm every conclusion through multiple signs.
The Stone Remembers
Caverns preserve old marks, pressure cracks, tool scars, mineral deposits, and traces of movement. A careful Ranger can read stone as a surface hunter reads mud.
Curiosity Must Be Disciplined
The Underdark contains wonders, but curiosity without restraint kills entire expeditions.
Mark What You Cannot Destroy
Not every danger can be confronted. Some must be mapped, sealed, and left for those better prepared.
The central tension of the subclass lies between discovery and survival. An Explorer is trained to seek hidden paths and forgotten places, but every new descent risks exposing Aetheris to something that should have remained buried.
Visual Identity
Underdark Explorers wear practical equipment designed for confined terrain, climbing, darkness, and long expeditions.
Common clothing and equipment include:
- Hooded coats
- Reinforced boots
- Climbing harnesses
- Rope coils
- Pitons
- Chalk
- Mineral compasses
- Hooded lanterns
- Fungal light jars
- Breathing masks
- Protective goggles
- Compact bedrolls
- Water-testing strips
- Map cases
- Stone hammers
- Folding poles
- Spore filters
- Signal bells
Armor is usually light or medium and modified to reduce noise. Loose plates are tied down, metal edges are wrapped, and reflective surfaces are darkened.
Common colors include slate gray, black, deep blue, muted green, brown, and mineral white. Some explorers wear bright thread inside their clothing so companions can identify bodies or gear after collapse.
Their weapons tend to be compact and reliable. Shortbows, crossbows, spears, handaxes, shortswords, and compact firearms are common. Long weapons are often shortened or collapsible to function in narrow passages.
Experienced Explorers may possess pale eyes, widened pupils, scarred hands, fungal-stained equipment, and a habit of pausing to listen before entering any room.
Role in Aetheris
Underdark Explorers serve as scouts, skirmishers, expedition leaders, and hunters of subterranean threats.
On the battlefield, they excel at:
- Fighting in darkness
- Controlling narrow passages
- Ambushing enemies
- Detecting hidden creatures
- Climbing and vertical movement
- Preventing escape through tunnels
- Tracking aberrations
- Surviving confined environments
- Guiding allies through hazardous terrain
Outside combat, they function as:
- Cave guides
- Mine scouts
- Ruin delvers
- Surveyors
- Caravan wardens
- Deep-road pathfinders
- Monster trackers
- Rescue specialists
- Expedition leaders
- Investigators of subterranean disappearances
- Guardians against Lowerdark incursions
Within an adventuring party, the Underdark Explorer improves group survival and movement while remaining a capable weapon combatant.
Subclass Integration
Major Polities
March of Draeven
The March uses Underdark Explorers to secure buried roads, fortress tunnels, mines, and siege passages. Many serve in formal military pathfinder units.
Helbrann League
Helbranni Explorers operate beneath mountain cantons, protect deep roads, and track monsters through alpine cave systems.
Dominion of Kaltheros
Kaltheran Explorers specialize in volcanic caverns, magma tunnels, obsidian chambers, and ancient underways beneath Thaldrinor.
Volarion Republic
The Republic employs them as surveyors, militia scouts, and protectors of subterranean trade routes connecting remote cantons.
Concord of Veltrion
The Concord supports expeditions seeking lost settlements, magical ruins, and evidence of threats moving beneath Ozythralis.
Freeholds of Rhonadral
Rhonari Explorers tend to be independent guides, bounty hunters, prospectors, or members of private expeditions.
Dominion of Xathrin
Xathrin forces exploit deep routes for slavery, smuggling, soul trafficking, and military movement. Underdark Explorers frequently sabotage these networks.
Obsidian Hegemony
The Hegemony uses subterranean warbands, bred monsters, and forced labor to expand underground. Explorers opposing them often guide refugees and strike supply tunnels.
Organizations, Guilds, and Orders
Likely allies include:
- Deep Dwarf clans
- Umbric Elf scouts
- Umbric Gnome surveyors
- Mining guilds
- Leyline surveyors
- Monster-hunting companies
- Military engineers
- Rescue corps
- Archaeological expeditions
- Deep-road merchants
- Artificer lodges
- Mushroom cultivators
- Cartographers
- Threshold Bastions
Religious and Philosophical Movements
Underdark Explorers may honor gods of travel, craft, stone, protection, knowledge, or endurance.
Some believe caverns are sacred records of Aetheris’s history. Others see the deep world as neutral territory that must be understood rather than worshiped.
Lowerdark veterans are often deeply suspicious of religions or cults that claim to receive revelation from voices beneath the earth.
Rival Factions and Enemies
Common enemies include:
- Aberrations
- Old One cultists
- Dominion of Xathrin tunnel networks
- Obsidian Hegemony warbands
- Slavers
- Deep predators
- Rogue mining guilds
- Cave-in saboteurs
- Psychic parasites
- Corrupted survey expeditions
- Surface factions exploiting subterranean peoples
- Creatures migrating upward from the Lowerdark
Subclass Features
Underdark Explorer Features
|
Ranger Level |
Feature |
|
3rd |
Underdark Explorer Spells, Deep Delver, Quarry of the Lightless Ways |
|
7th |
Stonepath Stalker |
|
11th |
Echoing Ambush |
|
15th |
Master of the Deep Roads |
Optional Subclass Techniques
The following techniques may be offered as specialized expedition training, subterranean adaptations, or downtime rewards at the Game Master’s discretion.
Fungal Apothecary
Prerequisite: Underdark Explorer, 3rd level
You gain proficiency with the herbalism kit.
During a short rest, you can use subterranean fungi and minerals to create one of the following items:
- Antitoxin
- One use of basic healing salve
- One dose of edible trail fungus
- One dose of spore-filtering paste
The item loses potency at the end of your next long rest.
Stone-Tapper’s Code
Prerequisite: Underdark Explorer, 3rd level
You learn a system of taps, scrapes, clicks, and vibrations used by deep expeditions.
You can communicate simple messages through connected stone to creatures that know the code within 120 feet.
The messages can convey warnings, directions, numbers, and basic tactical information.
Deepwater Lungs
Prerequisite: Underdark Explorer, 7th level
You can hold your breath for a number of minutes equal to 10 plus your Constitution modifier.
You gain a swimming speed equal to your walking speed while moving through underground water.
Sporewise
Prerequisite: Underdark Explorer, 7th level
You have advantage on saving throws against poison, disease, and effects produced by fungi or spores.
You can identify whether a fungal growth is edible, toxic, hallucinogenic, or parasitic after examining it for 1 minute.
Old One Warning
Prerequisite: Underdark Explorer, 11th level
You have advantage on saving throws against telepathy, psychic intrusion, and effects that alter memory.
When you fail such a saving throw, you immediately know that your mind has been affected, even if the effect would normally conceal itself.
Playing This Subclass
The Underdark Explorer is designed as a scout, mobile striker, and confined-terrain controller.
Its strongest features reward fighting:
- Underground
- In dim light or darkness
- Within enclosed spaces
- Around stone surfaces
- Against a designated quarry
- In vertical or difficult terrain
Quarry of the Lightless Ways provides reliable extra damage without requiring concentration. It is intentionally smaller than the damage of hunter’s mark, allowing the Ranger to combine the subclass with other concentration spells without creating excessive damage.
Stonepath Stalker provides movement and survival tools rather than direct damage. Its climbing and squeezing benefits help the Ranger operate in environments where ordinary characters struggle.
Echoing Ambush adds control to successful weapon attacks. These effects are deliberately short-lived and focused on the Lightless Quarry.
Master of the Deep Roads turns the Ranger into a powerful expedition leader and subterranean combatant without granting unrestricted tremorsense or permanent magical-darkness sight.
The subclass remains useful on the surface, but several features become more situational outside darkness, confined terrain, and underground environments.
Roleplaying This Subclass
Underdark Explorers are often cautious, observant, and highly practical.
Common habits include:
- Counting companions repeatedly
- Checking ceilings before floors
- Marking every intersection
- Sleeping with boots on
- Refusing to waste water
- Testing air before lighting a flame
- Carrying multiple light sources
- Listening before speaking in caverns
- Avoiding unnecessary noise
- Distrusting perfectly smooth stone
- Recording dreams after Lowerdark exposure
- Never standing directly beneath an unknown opening
Common character themes include:
- A surface Ranger seeking a missing expedition
- A Deep Dwarf pathfinder
- An Umbric Elf scout
- An Umbric Gnome ruin-delver
- A survivor of a Lowerdark incursion
- A military tunnel warden
- A guide who lost an entire expedition
- A hunter tracking creatures migrating upward
- A cartographer obsessed with completing an impossible map
- A scout who hears something following beneath the stone
Common narrative tensions include:
- Curiosity versus caution
- Protecting surface settlements from threats they refuse to understand
- Respecting subterranean peoples while working for surface powers
- Deciding whether ancient ruins should be explored
- Recognizing when an expedition must be abandoned
- Concealing knowledge that could provoke dangerous colonization
- Maintaining sanity after exposure to the Lowerdark
- Determining whether a voice in the dark belongs to a survivor
Faction and Organization Connections
Likely allies and patrons include:
- Deep Dwarf clans
- Umbric Elf communities
- Umbric Gnome settlements
- Mining guilds
- Survey companies
- Military engineers
- Monster-hunting companies
- Leyline surveyors
- Archaeological expeditions
- Rescue corps
- Deep-road merchants
- Artificer lodges
- Threshold Bastions
- Frontier settlements
Likely enemies include:
- Old One cultists
- Aberrations
- Dominion of Xathrin slavers
- Obsidian Hegemony warbands
- Corrupt mining companies
- Deep predators
- Psychic parasites
- Rogue expedition leaders
- Surface powers attempting conquest below
- Lowerdark entities
- Smugglers using forgotten tunnels
- Creatures nesting beneath major cities
Adventure Hooks
- The Map That Changes. A respected Explorer produces a map whose tunnels shift every night. Each new route leads closer to a major surface city.
- The Silent Expedition. A survey team returns alive and apparently unharmed, but none of its members will speak or enter a room with exposed stone.
- The Breathing Mine. Workers report that a newly opened mine expands and contracts like a lung. Airflow from the deepest shaft carries whispered names.
- The Road Beneath the Sea. An ancient Deep Dwarf route has reopened beneath the ocean, but something has begun following travelers between sealed waystations.
- The Missing Canton. A Volarion mountain settlement vanishes into a sinkhole without collapsing. Lights can still be seen moving far below.
- The False Surface. Explorers discover an immense cavern containing a sky, stars, forests, and towns. None of the inhabitants believe Aetheris exists above them.
Notable NPCs
Edran Vale, Pathfinder of the Third Descent
Edran is a human Ranger who has survived three expeditions into the Lowerdark.
He is methodical, quiet, and unwilling to enter any tunnel without first establishing a retreat route.
Edran keeps separate journals for events he remembers, events his companions remember, and events that appear in both records but occurred differently.
Thressa Coalvein, Stone Listener
Thressa is a Deep Dwarf Explorer responsible for maintaining an ancient road beneath the Dominion of Kaltheros.
She can identify individual travelers by the sound of their footsteps through stone.
Thressa believes something beneath the road has begun imitating her own walking pattern.
Nyssira Veln, the Lanternless Scout
Nyssira is an Umbric Elf Ranger who guides expeditions without using visible light.
She specializes in hunting aberrations and rescuing captives from collapsed ruins.
Nyssira carries a lantern that has never been lit. She claims it is intended for the day she encounters something that darkness cannot hide.
Balance Notes
Intended Role
Primary role: Scout
Secondary roles: Mobile Striker, Controller, Exploration Support
The subclass is intended to guide parties through subterranean environments while maintaining effective weapon damage and control.
Damage Profile
Quarry of the Lightless Ways adds modest once-per-turn damage.
Cavern Ambush provides limited opening-round burst damage.
Echoing Ambush focuses on control rather than additional damage.
Cavern Sovereign provides capstone damage once per turn during Deep Road Dominion.
The subclass’s damage remains below that of dedicated offensive Ranger subclasses when fighting outside favorable terrain.
Survivability
The subclass gains survivability through:
- Darkvision
- Climbing
- Difficult-terrain immunity
- Collapse damage reduction
- Repositioning
- Blindsight
- Psychic and thunder resistance during the capstone
- Protection from prone and environmental hazards
It does not gain broad permanent damage resistance or heavy armor proficiency.
Utility
The subclass provides strong utility through:
- Underground navigation
- Airflow detection
- Structural assessment
- Fungal identification
- Group travel support
- Vertical movement
- Hidden-creature detection
- Anti-invisibility tools
- Expedition protection
- Resistance to subterranean hazards
Resource Economy
Quarry of the Lightless Ways has proficiency-bonus uses per long rest.
Stonepath techniques share a proficiency-bonus resource pool.
Cavern Ambush has proficiency-bonus uses per long rest.
Deep Road Dominion is limited to once per long rest.
The subclass does not introduce a large separate die pool, keeping play faster and more consistent with Ranger design.
Comparison to Similar Subclasses
The Underdark Explorer shares traits with Gloom Stalkers, Hunters, and exploration-focused Rangers.
Unlike a Gloom Stalker, it does not gain a large initiative bonus, extra first-round attack, or universal invisibility in darkness.
Unlike a Hunter, it emphasizes terrain, mobility, and control over sustained offensive options.
Unlike a Beast Master or summoning subclass, it does not add another creature to the battlefield.
Its strength lies in expedition utility, subterranean mastery, and controlling one dangerous target in confined terrain.
Summary
The Underdark Explorer is a Ranger tradition devoted to surviving and mastering the immense lightless wilderness beneath Aetheris.
Its members navigate caverns, track aberrations, guide expeditions, detect structural hazards, and exploit darkness and confined terrain in battle.
Quarry of the Lightless Ways allows them to pursue subterranean prey, while Stonepath Stalker and Echoing Ambush provide mobility and control.
At higher levels, they become masters of the deep roads, granting allies dark-adapted senses and moving through cavern terrain with supernatural certainty.
Within Aetheris, Underdark Explorers serve as pathfinders, ruin-delvers, rescue specialists, deep-road wardens, and the first line of defense against creatures rising from the Lowerdark.
The subclass is best suited to players who enjoy exploration, tactical movement, darkness, aberration hunting, environmental problem-solving, and the tension of descending into places where maps, memory, and natural law may no longer be trustworthy.
“Carry three lights. Trust none of them. And when the stone begins whispering your name, turn back before it learns your voice.”
—First rule of the Third Descent
Underdark Explorer Spells
You learn additional spells when you reach certain levels in this class.
The spells count as Ranger spells for you and do not count against the number of Ranger spells you know.
|
Ranger Level |
Spells |
|
3rd |
alarm, feather fall |
|
5th |
darkvision, spider climb |
|
9th |
nondetection, protection from energy |
|
13th |
freedom of movement, greater invisibility |
|
17th |
passwall, wall of stone |
Deep Delver
You are trained to survive and navigate beneath the surface.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Additional subterranean awareness at higher levels
You gain Expertise in one of the following skills:
- Investigation
- Nature
- Perception
- Stealth
- Survival
You also gain proficiency with cartographer’s tools, mason’s tools, and navigator’s tools.
Quarry of the Lightless Ways
You specialize in hunting creatures adapted to darkness and subterranean environments.
Action Type: Bonus action
Uses: Proficiency bonus per long rest
Duration: 1 hour
Scaling: Additional effects at 11th level
As a bonus action, choose one creature you can see within 90 feet. It becomes your Lightless Quarry for 1 hour.
The mark ends early if:
- You mark another creature
- You dismiss it without using an action
- You become unconscious
- The quarry dies
While a creature is your Lightless Quarry, you gain the following benefits.
Deep Hunter
You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to locate or track the quarry.
The quarry gains no benefit against your tracking from nonmagical darkness or natural subterranean terrain.
Cavern Strike
Once during each of your turns when you hit the quarry with a weapon attack, you deal an additional 1d4 damage.
The extra damage is the same type as the weapon’s damage.
The extra damage increases to 1d6 at 11th level.
No Escape Below
The quarry does not gain advantage on attack rolls against you solely because you cannot see it in darkness.
If the quarry is invisible while within 30 feet of you, you know its location unless it is hidden from you or behind total cover.
Favored Depths
If the quarry is an aberration, monstrosity, ooze, or creature native to the Underdark, you have advantage on saving throws against being frightened by it.
You can use Quarry of the Lightless Ways a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Stonepath Stalker
You move through caverns with the certainty of a creature born beneath the earth.
Action Type: Passive; bonus action or reaction for certain effects
Uses: Proficiency bonus per long rest for activated techniques
Duration: Instantaneous or 1 round
Scaling: Improved by Master of the Deep Roads
You gain a climbing speed equal to your walking speed.
You can climb difficult surfaces, including ceilings, without needing to make an ability check, provided the surface has natural cracks, worked seams, roots, chains, supports, or similar handholds.
You must still have at least one free hand unless another feature allows otherwise.
You also gain the following benefits:
- Standing from prone costs you only 5 feet of movement.
- Squeezing does not impose disadvantage on your attack rolls.
- Creatures do not gain advantage on attacks against you solely because you are squeezing.
- Nonmagical difficult terrain made of stone, rubble, fungi, roots, or shallow water does not cost you extra movement.
- You have advantage on saving throws against being knocked prone by tremors, cave-ins, or unstable ground.
You can use the following Stonepath techniques a combined number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Wallbound Reposition
As a bonus action, move up to half your speed.
During this movement, you can move across walls and ceilings without falling. You must end the movement on a surface capable of supporting you or fall normally.
This movement does not provoke opportunity attacks from your Lightless Quarry.
Collapse Sense
When you or a creature within 30 feet would take bludgeoning damage from falling stone, a cave-in, or structural collapse, you can use your reaction.
Reduce the damage by 1d10 plus your Wisdom modifier and Ranger level.
You can then move up to 10 feet to an unoccupied space you can see.
Tunnel Intercept
When your Lightless Quarry moves through a space within 15 feet of you, you can use your reaction to move up to half your speed toward it.
If you end this movement within your weapon’s reach or range, you can make one weapon attack against the quarry.
Lightless Withdrawal
When a creature misses you with an attack while you are in dim light or darkness, you can move up to 10 feet without provoking opportunity attacks.
You cannot use this movement if your speed is 0.
Echoing Ambush
You read echoes, vibrations, and confined space well enough to strike before enemies understand where you are.
Action Type: Passive; special effect on weapon attacks
Uses: Once per turn; intensified effect proficiency bonus per long rest
Duration: Instantaneous or until the start of your next turn
Scaling: None
You gain blindsight to a range of 10 feet.
While touching natural stone or worked stone connected to the ground, your blindsight increases to 20 feet.
This blindsight cannot detect creatures that are incorporeal and not touching a surface unless they disturb the air or produce sound.
Echoing Strike
Once during each of your turns when you hit your Lightless Quarry with a weapon attack, you can apply one of the following effects.
Concussive Echo
The quarry cannot take reactions until the start of its next turn.
Driving Echo
The quarry must succeed on a Strength saving throw against your Ranger spell save DC or be moved up to 10 feet to an unoccupied space you can see.
If it collides with a wall or solid object, it takes bludgeoning damage equal to your Wisdom modifier.
Disorienting Echo
The quarry has disadvantage on the next attack roll it makes before the start of your next turn.
Revealing Echo
The quarry cannot benefit from invisibility, the Hide action, or half cover against you until the start of your next turn.
Silencing Echo
The quarry cannot communicate telepathically or speak above a whisper until the start of your next turn.
If it attempts to cast a spell with a verbal component, it must first succeed on a Constitution saving throw against your Ranger spell save DC.
On a failed save, the spell fails, but its spell slot is not expended.
Cavern Ambush
When you roll initiative while in dim light, darkness, underground terrain, or an enclosed space no more than 60 feet across, you can immediately move up to half your speed.
This movement does not provoke opportunity attacks.
If you end this movement hidden from at least one hostile creature, your first weapon attack before the end of your first turn deals additional damage equal to 2d6 plus your Wisdom modifier.
You can deal this additional damage a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Master of the Deep Roads
You move through the Underdark with supernatural awareness, guiding allies through darkness while enemies struggle to escape you.
Action Type: Passive; bonus action to invoke Deep Road Dominion
Uses: Deep Road Dominion once per long rest
Duration: 1 minute
Scaling: Final subclass feature
You gain the following permanent benefits.
Greater Deep Sight
Your darkvision increases by 30 feet.
You can see through magical darkness to a range of 30 feet.
You cannot see through magical darkness created by an artifact, deity, or effect specifically described as impenetrable.
Stoneborne Awareness
While you are conscious and touching stone connected to the ground, you cannot be surprised.
You know the location of creatures moving along the same connected stone surface within 30 feet, provided they are not incorporeal and are not protected from divination.
This sense does not reveal a creature’s identity.
Expedition Master
You and friendly creatures within 30 feet gain the following benefits while underground:
- Darkvision to a range of 60 feet
- Advantage on saving throws against inhaled poison, toxic spores, and disease
- Immunity to becoming lost through nonmagical means
- Advantage on Dexterity (Stealth) checks made while moving at half speed
- The ability to ignore nonmagical difficult terrain made from stone, rubble, roots, fungi, or shallow water
A creature that already has darkvision increases its range by 30 feet instead.
Deep Road Dominion
As a bonus action, you invoke your mastery of subterranean terrain for 1 minute.
The effect ends early if you are incapacitated or dismiss it as a bonus action.
While Deep Road Dominion is active, you gain the following benefits.
Hunter in Every Passage
At the start of each of your turns, you can move up to 15 feet without provoking opportunity attacks.
You can move across walls and ceilings during this movement.
Absolute Bearing
You know the location of your Lightless Quarry while it is within 300 feet of you and on the same plane, unless it is protected from divination.
Total cover does not prevent this sense.
Cavern Sovereign
Once during each of your turns when you hit your Lightless Quarry, the attack deals an additional 2d8 damage.
The damage is thunder, psychic, or the same type as the weapon. You choose when the attack hits.
Echo Ward
You have resistance to thunder and psychic damage.
You also have advantage on saving throws against being stunned, frightened, or confused.
Sealed Passage
When a hostile creature you can see within 60 feet moves more than 10 feet, teleports, or attempts to leave your reach, you can use your reaction to force it to make a Strength saving throw against your Ranger spell save DC.
On a failed save, its speed becomes 0 until the end of the current turn.
If the creature teleported, it completes the teleportation before its speed becomes 0.
A creature can be affected by Sealed Passage only once per round.
Once you use Deep Road Dominion, you cannot use it again until you finish a long rest.
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